Torchlight II

Torchlight II

Far East Pack 1 (v.393)
Yeddie  [developer] Oct 7, 2013 @ 2:44am
Ninja Update
Post all your information regarding Ninja update bugs, problems, balancing issues, and potential methods for improvement. All future updates will be much smaller and quicker.
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Showing 1-14 of 14 comments
Scylla Nov 12, 2013 @ 9:20am 
Hello, is it a bug that "assassinate" can be unlocked at level 21 instead of 42 ?....and "shunpo " at level 42 instead of 21?
LostRanger Nov 16, 2013 @ 3:50pm 
I'm a ♥♥♥♥♥♥♥ ninja. Thank you for this.
Khalanos Dec 24, 2013 @ 2:46pm 
Hello.

I think you should add some defensive options.
The only to reduce dmg is the spell that gives you +2 chance to dodge !

I was also hoping you could change the ninjustu and genjustu spell to be based on % weapon DPS. The spells doesn't scale well at all !

I wish you could increase the duration and the dmg of poinsonus blade ( not sure of the name)
Yeddie  [developer] Dec 28, 2013 @ 11:49pm 
I've been taking a break for a while to push for employment promotions. I'll get to further updates shortly after the new year. Sorry for dropping off the support bandwagon so suddenly. I'll take these suggestions into consideration as well.
Balin Jan 13, 2014 @ 1:06pm 
I agree with Khalanos the Ninja is so cool but at the same time too vulnerable, he has good offensive potential but in defense he doesnt last long even with the spell that improves dodge. Maybe this should be passive so at least it could be a permanent boost.
SlayerKiller Feb 3, 2014 @ 1:47am 
FireBall (The first skill under ninjutsu) shoots 4 or more fire balls that all should make 30+ dmg, yet my enemy takes 1%-10% dmg when he has only 200hp??? I'm using this mod with synergy, so maybe there is the problem but still. The skill said one fire ball for starters and it drains all my mana :D
Yawb Feb 3, 2014 @ 6:52am 
Dragons breathe seems very expensive and has crap damage. Not sure if its just because of my build. It says it scales with strength so maybe it gets stronger later on.

Still.. 37 mana... looks like kunai throw would be a better option..
SlayerKiller Feb 4, 2014 @ 10:20am 
Same here, That ain't in balance.
Yawb Feb 4, 2014 @ 11:44am 
Doubt it will get any treatment now anyway. I've seen one of the developers saying its coming to a halt. Anyway, on further playthrough with my ninja i've come to the conclusion Shunpo spamming trumps all.

The more i play the ninja the more it feels limited. I really want to use the magic spells but it feels disconjointed. I think it would have to be a pure focus / strength build to make it work, and it would look really odd having a melee ninja just spamming spells all the time and being limited to less abilities.

I'm starting to regret playing my ninja and might try something with more trees like the Kunai or the Grandmaster with its combo mechanics.
SlayerKiller Feb 6, 2014 @ 12:10pm 
ahh darn it, thanks for the insight!
Yeddie  [developer] Feb 18, 2014 @ 10:17pm 
Updates coming soon. I'll examine all these notes and see what I can come up with as far as balancing and tweaking.
Djinn May 13, 2014 @ 1:21am 
Hi,

I'm playing a Ninja LvL60 and everithing is cool and fun (I can't wait to have assassination refresh with critical :D)
(even if I found a soulcleaver lvl80 and every thing is dying in 1shunpo+shadow blade combo :p)

Here is my question:
I wonder what is the point of some buff skill with duration=cooldown (poison weapon) or with "short" duration and no cooldown (the air buff I forgot its name)

Is it worth it to make push a button preciselly every 30sec (or 15sec)?

Why aren't they passive skill or toggle skill (with a mana cost overtime, maybe)?

Thank you in advance for your reply
and thank you for your great work.

D.

axegoku Jul 25, 2014 @ 7:51pm 
one thing i hate bout ninga him low lvl got mana burn too fast but just like you guys mod ^^
Eireannach Sep 2, 2014 @ 1:44pm 
Hello,

Firstly, this mod is absolutely fantastic, you guys have done an amazing job. I've only been playing this mod for a short time, but it's been almost exclusively with the ninja since it was exactly what I was looking for in TL2. I've noticed several things, and I suppose this would be the place to put them. Sorry if this is rather long, wasn't sure if you had a preferred location and everything stated is meant purely to help you guys develop a solid class.

Ninjutsu

Overall I think Ninjitsu is a solid skill tree, and very well done.
  • Fire: Seems fine thus far, no sure how I feel about damage of dragon breath being tied to attributes rather than leveling as the player does (this applies to all similar implrementations as well), but it's an intriguing idea. I agree with earlier posts that the cost does not seem to match the damage however, hence why I think level scaling with higher damage would be good.
  • Earth: Earth trap is an odd skill, as the ninja is very frail and I'm not sure I'd want a large arena to trap enemies and myself in. I expected more of a Ice Prison reskin, and would actually almost prefer that. Granted it provides a armor buff, still just seems odd. Sandstorm seems pretty solid, only thing I would recommend is fixing the description, as at least early on it says X-X damage over .5 seconds, but it clearly lasts more than .5 seconds. Just an addition of the actual length would then make sense as the damage would be every .5 seconds of that overall time. Earth Mastery the armor bonus seems like it could be really strong, but again given how frail the ninja is that may be necessary.
  • Air: I've only tried the Leap skill, and I like it a lot. Only complain is that I can't control the distance he travels, so it can be awkward to line up landing in a group of guys to get the stun off, but other than that so far it's great.
  • Water: I'm not far enough with this tree to comment really. Drowning Water seems very weak damage wise, but the potential debuffs it applies and combo with blizzard may alter that?

Genjutsu

Genjutsu I'm honestly not a big fan of this tree's implementation and it's mostly due to my nerdiness so, take it as you will.

Genjutsu stands for "Illusionary Techniques", and yet the tree seems to focus on Poison and other odd skill chocies, and the 3 passives are meh (The Fear one is cool, but I'd rather have a spell and passives that boost the effectivness of the ninja). I was hoping this tree would be loaded with High CC, and low damage skills, and some of the skills do fall in that vein. This would allow "caster" ninjas to control their frailness effectively by not allowing enemies to move, and fits very well with what genjutsu actually is. I think the shadow skill is cool, Lobotomize is a great concept, but given the long cooldown, low % chance, it's tough to use (and the name really doesn't fit. Hypnotize or Charm might be more fitting?). I think it'd be cool to make more skills with those types of effects. For example, a skill called "Mind Prison", which would cause 50% (and scaling as you level it up to 100% to show the ninja's mastery of the mind) immobilze in an area like drowning bubble for X seconds, and a small DoT effect to demenstrate the enemy is "paraylzed" in their own thoughts. An AoE Fear skill would be cool outside of a passive, and as it causes no damage helps the ninja control mobs without being OP. A more effective charm spell, some "illusionary summons" that deal no damage but can attract enemies would be cool. And maybe a skill "Imagined Pain" that does deal massive damage, but if the enemy is not killed within a small time window (3 seconds?), they are fully healed, or something like it. I think that would fit the flavor of what Genjutsu is and given casters a way to counter the frailness of the ninja, and melee builds to control mobs enough that damage is mitigated. If the damage of the skills is very low, then having the CC be off the charts certainly balances that out. It also would make for a great co-op class as the ninja can control the flow of enemies while others take them out.

Taijutsu

I haven't gotten into many of these skills either, but I like the concept of every one of them. I can't speak to their balance much, but one bug I've noticed is I'm only rank 4 or 5 with Weapon Proficiency, but my Assassination sometimes cools down instantly after crits, even though that should only happen at max rank. Not sure that's intended. Defensive Tactics or whatever seems weak (the dodge % is low, but not sure how the tier bonuses work yet). Shunpo I hear is very strong, haven't been able to try though. Shadow sword is very cool, and I'd almost rather see it in Genjutsu as a possible damage skill for pure Gen. users. I would then move Poison Weapon to Taijutsu. Chi Gates is very cool flavor and effect, but I hate the buff length being so short (same with defensive tactics, more later). Assassination is awesome from what I've seen, hopefully stays this strong throughout without getting OP or underpowered.

Other remarks
Again sorry for the long post, but I really wanted to share my thoughts and hopefully help you guys realize the incredible potential you've created with this class.

Some closing remarks that don't necessarily apply to the skills themselves, but I think it would improve the overall product. The skill descriptions could use some work, it can be difficult to really tell what skill is going to give you and plan your build. For example, some skills don't give durations, Weapon Proficiency shouldn't tell me the %chance to reactivate Assassination when it should only apply at max rank, stuff like that. Clarity would go a really long way.

I think any buff skills should last for 5-10 minutes. It becomes a chore to recast a buff every 30-60 seconds given the pace of this game, and I'd like to focus on that less and the combat more. 5-10 minutes is short enough that I still need to be aware of it, but long enough that it's not irritating. This is especially true if the cooldown is the same or shorter than the duration. If I can in theory have the skill active at all times, why do I need to focus on re-casting so often (Poison Weapon comes to mind)? And Defensive Techniques, it lasts for 1 minute with I believe a 2 minute cooldown? I'd rather again have 5-10 minutes and then a 6-11 minute cooldown. Just to enjoy the skill rather than having to constantly apply buffs when they expire, I'd really love to see that.

I really hope you guys use these comments as I intended them: constructive criticism. I'm not trying to pick apart your excellent work, I just want to see it get better :D. It truly is an amazing mod and hopefully these comments help you!
Last edited by Eireannach; Sep 2, 2014 @ 2:16pm
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